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in case anyone wonders how to get it running until it's updated:
in ships_combat.rules, delete "Combat/Pilgrim.ship.png" entry (all 5 lines) or rename it (& the picture of the ship in the directory) to "Pilgrimm" or something unique.
then the game loads into the main menu. regarding the missing trade ships when trying to load an older savegame:
in mod.rules, there are a few entries at the bottom like OverrideIn = "<modes/career/career.rules>/TradeRoutes/TradeShips", rename those lines to OverrideIn = "<modes/career/career.rules>/TradeShips" and the savegame will load.
This module is now using flash back
I have noticed from the comments here that the existence of capacitor powered ships (which is typically a PvP domination design in vanilla) have caused some confusion, well I just hope you have done well fixing them. I hope you had noticed, though named Chinese (which would likely make it hard for you guys to read their name), all my ships are easy sort-able because they are strictly coded. Just search "-cp" would be enough to find out all the capacitor powered design in my pack.
My ship pack have updated a lot, now owing 170+ ships. If you are interested in them but isn't pleasant to edit capacitor powered ones, you can just ping me in my pack and I will see what I can help.
I also came across a ship called "BAC-cp" plus a bunch of foreign characters. This ship had only power capacitors and not generators - So it was just sitting powerless doing nothing while getting attacked by a pirate. Is this an example of a ship that needs a mod to function, or should it just not be in here? Or is there something else I'm missing? I've actually seen a few ships that just have power capacitors instead of generators.
KeyNotFoundException: The given key 'Anshin Coloss ' was not present in the dictionary